FEAR RP WHAT IS IT?
Now you likely heard of the term Fear RP, But what does it really mean? In simple terms Fear RP refers to the hesitation and unwillingness to put your character in harms way. This come in many ways, perhaps you are unwilling to be the point man taking the lead. Or maybe you are unwilling to leave Fob with out a buddy. Or even the epitome of fear RP running away from the queens stomps.
It truly is just fear, albeit not true Roleplay. The fear is not coming from a place of immersion into your character but the fear of being round ended or suffering from severe injuries that require heading top side or to FOB to get mended.
WHY DOES THIS MATTER?
In truth it wouldnât matter that much if the Fear RP is spread evenly. But simple fact is different players have different levels of Fear RP, so there is always going to be some level of a mix bag. This may not seem to be a issue at first thought, but in all due frankness it is a big one.
Let say you have squad of 5. Now split the levels of Fear RP 1 to 5, meaning you have one with little fear and 4 with heavy fear. What happens when that one fearless lad runs off into the darkness to secure the kill past a dark 1 tile choke?
If they get the kill and there is no other xenos around. Then all is well, but if that xeno they had run down has real chops or has backup things start to get dicey. This one fearless marine is but one man and taking in account the stun base gameplay the xeno are based around⌠Lets just say one marine while able to kills xenos on their own its not the base line.
Now this is where the issue of Fear RP come into play. If the fearless one doesnât have their comrades follow in after them they will likely die or worse yet get capped. But the rest of his squad are filled with Fear RP and instead of following right after him they hesitate, after all they donât want to go into that one tile choke and die!
This in the end result one dead man and 4 marines readily stalled out. As the time tics by one of your comrades finally risks it and dives in to at least get your body out before it perms. issue is the rest of the squad fail to rush in to help them when they themselves get grabbed. In the end the squad is either is whittled down and wiped or is routed leaving a few bodies behind.
WHY WOULD BEING FEARFUL BE GOOD THEN?
Yes i did say that the issue lays in the different levels of fear RP and the hypothetical i gave seemed to make it out being aggression and fearless is good. But frankly⌠that fearless marine aggression was then one to start the whole debacle in the first place. They rushed into the dark through a tight choke! of course the rest of their squad doesnât want to go into that death trap!
Had that marine been just as Fearful of that choke and didnât go into it then matter would be a non issue. Yes you may have lost a likely kill, but at least the squad had not been forced into bad fight. Not to get all philosophical but fear exists for a reason.
Now is good per say? Not truly, after all if the xenos keep getting out at the skin of there teeth because the marines filled to the brim with fear RP and refuse to chase. Then xenos are just going to slowly whittle you down until you no longer can fight ether due to stacking wounds or lack of ammo.
But at the very least you are not going to willing walk into a death trap!
WHATS IS BETTER EVEN FEAR OR HYPER AGGRESSION?
Generally speaking Hyper aggression is going to be better over all. But it does have pit falls itself. For one thing some times it better to take your time to ether go around a choke or blast it open with CAS, Morter or a OB. You see if the xenos are smart they can trick a hyper aggressive squad into running face first into a trap leading to squad getting wiped Again like said there is a reason fear is a thing.
Then there is the issue of rapidly accruing attritional damage but due to the Hyper aggression of the squad they keep pushing deeping into the xeno line⌠yes they xenos are on the back foot but fact is xenos are better at healing up. So at some point if they fail to get enough kills the marines are going run out of steam at some point and keel over on one good xeno counter push.
THEN WHATS THE POINT OF THIS THREAD?
I like to ramble what can i say! But no really the matter of fear RP is rather big issue and is the most likely is the cause for many of the Marines lost rounds. If one wants to fix the matter they got to understand it.
HOW DOES ONE GO ABOUT MITIGATING THE ISSUES WITH FEAR RP OR THE LACK OFF?
Frankly? Good squad leaders! If you got charismatic lead that has the devotion of their squad. they will be able to push the more fearful of the squad onwards into the breach or rein in the more fearless of the squad from running off on their own.
Fear RP is in large part born from a lack of trust and or confidence in your comrades! Ether they think they are just going to be left behind to perm after the squad is routed or if they push out into the xeno line and get grabbed by a warrior their comrades arenât going to rush to save them.
So even if lack trust in rest of the squad at least when you got a good SL you know they will whip the rest into acting. Now the other way one can mitigating the issues is by RP! Yes the simple truth is if you build up a rapport with the rest of your squad. You will be much more willing to go into harms way to help them and you yourself will feel they will be much more willing to help YOU!
morale of the story?
Do more RP and make buddys and this issue will go away!
Addendum: Asymmetrical gameplay and its effects on xenos.
Now you may have noted that didnât talk about Fear RP in xenos in the original post you can thank the siren call of sleep for that. anyhow ONTO THE MEAT AND POTATOES!
DO XENOS HAVE FEAR RP?
Simple answer is yes⌠but its not comparable to the levels seen in the marines. Xeno do in fact get hit with Fear RP but it happens much less often and doesnât necessarily manifest in the same way as it does with marines.
WHY IS XENO FEAR RP DIFFERENT?
Its different because of the nature of the asymmetrical gameplay that CM has. First off the xenos are starting as the dug in defenders meaning they have a home base advantage. Secondly xenos suffer from no issues of awareness. They have full night vision and thermal vision that allows them to see marines even past walls, where as only a few of the marines come anywhere close to what the xenos have.
A large part of what can cause Fear RP is the unknown, yes i know shocking! But this means that xenos have a substantial advantage when it comes to situational awareness, meaning they are able to weight their options on how to attack with no reservations.
Combine this with the understanding that marines lack such awareness⌠Xenos also know that the marines are going to have hard time running them down if they can just but only get back to the darkness.
WHAT KIND OF FEAR RP CAN YOU SEE IN XENO?
First off waiting until full health before rejoining the xeno push. A great many of times you frankly flat out donât need to be topped off to join in the assault and it would likely just be better for you to join in even if you are missing a bit of health. After all a good xeno push breaks the marines morale causing them to rout not necessarily killing them all.
And if you are a Ravager, even if you standing in the back and not doing much. Just having one more T3 out in view of the marines can do a number on their morale. Again like i said you donât even necessarily need to get in to the fray your self just standing there like a scarecrow can help.
Secondly not pushing out along side the queen when she is screeching. Yes it rather spooky rushing into the mass of marines off weeds into the blinding light of their shoulder lamps. But as long as the queen had not picked a bad spot all will be find as long as you donât get greedy and hive joins on mass.
Addendum: Fear of the unknown
One thing that is near constant is the fear of the unknown and CM is no different! Players fear the darkness because they know not of what lurks within. it could just be nothing or it could be a Lurker laying in wait.
WHY IS THIS A ISSUE?
If there is reason to fear then fear shall come about! issue is most the time its nothing more then what you alrighty know. Badly wound a lurk and it slinks back into the darkness? you can run it down but the fact it may have backup waiting around a corner stops you.
This is rather not good, that lurker is just going to heal up and jump you at a later date. Yes there could be other xenos waiting to jump you after you chase but if are not Dead from a lurker gang dog piling you⌠chances are its just the one lurker.
Largely if there is a unknown humans are going to have greater caution!
SO HOW DO YOU DEAL WITH THE UNKNOWN?
Simple, make the unknown the known. Pack Flares and light up the darkness as you go or take a motion detector and hook it on your belt so you can see the pings or lack there off. Do anything and every thing to increase YOUR and others situational awareness!
If you are comtech many of the Maps have floodlights find and fix the APC where the switch is and flip it letting the colony be bathed in artificial light! Lets say you are MT heading down to help fob, go off to the back maintenance rooms and grab the emergency flood lights and set them up in and around the fob.
if you are really skittish about doors then stand back and blast them open with your firearms, then toss a flare in! some may say its waste of ammo but hay at least you are not about to get grab by a warrior.